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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/config-manager.h"
#include "agi/agi.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/inv.h"
#include "agi/text.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
#include "agi/systemui.h"
namespace Agi {
/**
* Set up new room.
* This function is called when ego enters a new room.
* @param n room number
*/
void AgiEngine::newRoom(int16 newRoomNr) {
ScreenObjEntry *screenObj;
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
int i;
// Loading trigger
loadingTrigger_NewRoom(newRoomNr);
debugC(4, kDebugLevelMain, "*** room %d ***", newRoomNr);
_sound->stopSound();
i = 0;
for (screenObj = _game.screenObjTable; screenObj < &_game.screenObjTable[SCREENOBJECTS_MAX]; screenObj++) {
screenObj->objectNr = i++;
screenObj->flags &= ~(fAnimated | fDrawn);
screenObj->flags |= fUpdate;
screenObj->stepTime = 1;
screenObj->stepTimeCount = 1;
screenObj->cycleTime = 1;
screenObj->cycleTimeCount = 1;
screenObj->stepSize = 1;
}
agiUnloadResources();
_game.playerControl = true;
_game.block.active = false;
_game.horizon = 36;
setVar(VM_VAR_PREVIOUS_ROOM, getVar(VM_VAR_CURRENT_ROOM));
setVar(VM_VAR_CURRENT_ROOM, newRoomNr);
setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
setVar(VM_VAR_BORDER_CODE, 0);
setVar(VM_VAR_EGO_VIEW_RESOURCE, screenObjEgo->currentViewNr);
agiLoadResource(RESOURCETYPE_LOGIC, newRoomNr);
// Reposition ego in the new room
switch (getVar(VM_VAR_BORDER_TOUCH_EGO)) {
case 1:
screenObjEgo->yPos = SCRIPT_HEIGHT - 1;
break;
case 2:
screenObjEgo->xPos = 0;
break;
case 3:
screenObjEgo->yPos = _game.horizon + 1;
break;
case 4:
screenObjEgo->xPos = SCRIPT_WIDTH - screenObjEgo->xSize;
break;
}
uint16 agiVersion = getVersion();
if (agiVersion < 0x2000) {
warning("STUB: NewRoom(%d)", newRoomNr);
screenObjEgo->flags &= ~fDidntMove;
// animateObject(0);
agiLoadResource(RESOURCETYPE_VIEW, screenObjEgo->currentViewNr);
setView(screenObjEgo, screenObjEgo->currentViewNr);
} else {
if (agiVersion >= 0x3000) {
// this was only done in AGI3
if (screenObjEgo->motionType == kMotionEgo) {
screenObjEgo->motionType = kMotionNormal;
setVar(VM_VAR_EGO_DIRECTION, 0);
}
}
setVar(VM_VAR_BORDER_TOUCH_EGO, 0);
setFlag(VM_FLAG_NEW_ROOM_EXEC, true);
_game.exitAllLogics = true;
_game._vm->_text->statusDraw();
_game._vm->_text->promptRedraw();
}
}
void AgiEngine::resetControllers() {
int i;
for (i = 0; i < MAX_CONTROLLERS; i++) {
_game.controllerOccured[i] = false;
}
}
void AgiEngine::interpretCycle() {
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
bool oldSound;
byte oldScore;
if (!_game.playerControl)
setVar(VM_VAR_EGO_DIRECTION, screenObjEgo->direction);
else
screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
checkAllMotions();
oldScore = getVar(VM_VAR_SCORE);
oldSound = getFlag(VM_FLAG_SOUND_ON);
_game.exitAllLogics = false;
while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
setVar(VM_VAR_WORD_NOT_FOUND, 0);
setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
setVar(VM_VAR_BORDER_CODE, 0);
oldScore = getVar(VM_VAR_SCORE);
setFlag(VM_FLAG_ENTERED_CLI, false);
_game.exitAllLogics = false;
nonBlockingText_CycleDone();
resetControllers();
}
nonBlockingText_CycleDone();
resetControllers();
screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
if (getVar(VM_VAR_SCORE) != oldScore || getFlag(VM_FLAG_SOUND_ON) != oldSound)
_game._vm->_text->statusDraw();
setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0);
setVar(VM_VAR_BORDER_CODE, 0);
setFlag(VM_FLAG_NEW_ROOM_EXEC, false);
setFlag(VM_FLAG_RESTART_GAME, false);
setFlag(VM_FLAG_RESTORE_JUST_RAN, false);
if (_game.gfxMode) {
updateScreenObjTable();
}
_gfx->updateScreen();
//_gfx->doUpdate();
}
// We return the current key, or 0 if no key was pressed
uint16 AgiEngine::processAGIEvents() {
uint16 key;
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
wait(10);
key = doPollKeyboard();
// In AGI Mouse emulation mode we must update the mouse-related
// vars in every interpreter cycle.
//
// We run AGIMOUSE always as a side effect
setVar(VM_VAR_MOUSE_X, _mouse.pos.x / 2);
setVar(VM_VAR_MOUSE_Y, _mouse.pos.y);
if (!cycleInnerLoopIsActive()) {
// Click-to-walk mouse interface
if (_game.playerControl && (screenObjEgo->flags & fAdjEgoXY)) {
int toX = screenObjEgo->move_x;
int toY = screenObjEgo->move_y;
// AGI Mouse games use ego's sprite's bottom left corner for mouse walking target.
// Amiga games use ego's sprite's bottom center for mouse walking target.
// Atari ST and Apple II GS seem to use the bottom left
if (getPlatform() == Common::kPlatformAmiga)
toX -= (screenObjEgo->xSize / 2); // Center ego's sprite horizontally
// Adjust ego's sprite's mouse walking target position (These parameters are
// controlled with the adj.ego.move.to.x.y-command). Note that these values rely
// on the horizontal centering of the ego's sprite at least on the Amiga platform.
toX += _game.adjMouseX;
toY += _game.adjMouseY;
screenObjEgo->direction = getDirection(screenObjEgo->xPos, screenObjEgo->yPos, toX, toY, screenObjEgo->stepSize);
if (screenObjEgo->direction == 0)
inDestination(screenObjEgo);
}
}
handleMouseClicks(key);
if (!cycleInnerLoopIsActive()) {
// no inner loop active at the moment, regular processing
if (key) {
if (!handleController(key)) {
if (key) {
// Only set VAR_KEY, when no controller/direction was detected
setVar(VM_VAR_KEY, key & 0xFF);
if (_text->promptIsEnabled()) {
_text->promptKeyPress(key);
}
}
}
}
if (_menu->delayedExecuteActive()) {
_menu->execute();
}
} else {
// inner loop active
// call specific workers
switch (_game.cycleInnerLoopType) {
case CYCLE_INNERLOOP_GETSTRING: // loop called from TextMgr::stringEdit()
case CYCLE_INNERLOOP_GETNUMBER:
if (key) {
_text->stringKeyPress(key);
}
break;
case CYCLE_INNERLOOP_INVENTORY: // loop called from InventoryMgr::show()
if (key) {
_inventory->keyPress(key);
}
break;
case CYCLE_INNERLOOP_MENU_VIA_KEYBOARD:
if (key) {
_menu->keyPress(key);
}
break;
case CYCLE_INNERLOOP_MENU_VIA_MOUSE:
_menu->mouseEvent(key);
break;
case CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT:
if (key) {
_systemUI->savedGameSlot_KeyPress(key);
}
break;
case CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION:
_systemUI->askForVerificationKeyPress(key);
break;
case CYCLE_INNERLOOP_MESSAGEBOX:
if (key) {
_text->messageBox_KeyPress(key);
}
break;
default:
break;
}
}
_gfx->updateScreen();
return key;
}
int AgiEngine::playGame() {
int ec = errOK;
debugC(2, kDebugLevelMain, "initializing...");
debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
_sound->stopSound();
// We need to do this accurately and reset the AGI priorityscreen to 4
// otherwise at least the fan game Nick's Quest will go into an endless
// loop, because the game draws views before it draws the first background picture.
// For further study see bug #3451122
_gfx->clear(0, 4);
_game.horizon = 36;
_game.playerControl = false;
setFlag(VM_FLAG_LOGIC_ZERO_FIRST_TIME, true); // not in 2.917
setFlag(VM_FLAG_NEW_ROOM_EXEC, true); // needed for MUMG and SQ2!
setFlag(VM_FLAG_SOUND_ON, true); // enable sound
// do not set VM_VAR_TIME_DELAY, original AGI did not do it (in the data segment it was simply set to 0)
_game.gfxMode = true;
_text->promptRow_Set(22);
// We run AGIMOUSE always as a side effect
//if (getFeatures() & GF_AGIMOUSE)
debug(1, "Using AGI Mouse 1.0 protocol");
if (getFeatures() & GF_AGIPAL)
debug(1, "Running AGIPAL game");
debug(0, "Running AGI script.\n");
setFlag(VM_FLAG_ENTERED_CLI, false);
setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
setVar(VM_VAR_WORD_NOT_FOUND, 0);
setVar(VM_VAR_KEY, 0);
debugC(2, kDebugLevelMain, "Entering main loop");
bool firstLoop = !getFlag(VM_FLAG_RESTART_GAME); // Do not restore on game restart
if (firstLoop) {
if (ConfMan.hasKey("save_slot")) {
// quick restore enabled
_game.automaticRestoreGame = true;
}
}
nonBlockingText_Forget();
do {
processAGIEvents();
inGameTimerUpdate();
uint16 timeDelay = getVar(VM_VAR_TIME_DELAY);
if (getPlatform() == Common::kPlatformApple2GS) {
timeDelay++;
// It seems that either Apple IIgs ran very slowly or that the delay in its interpreter was not working as everywhere else
// Most games on that platform set the delay to 0, which means no delay in DOS
// Gold Rush! even "optimizes" itself when larger sprites are on the screen it sets TIME_DELAY to 0.
// Normally that game runs at TIME_DELAY 1.
// Maybe a script patch for this game would make sense.
// TODO: needs further investigation
}
if (_passedPlayTimeCycles >= timeDelay) {
inGameTimerResetPassedCycles();
interpretCycle();
// Check if the user has asked to load a game from the command line
// or the launcher
if (_game.automaticRestoreGame) {
_game.automaticRestoreGame = false;
checkQuickLoad();
}
setFlag(VM_FLAG_ENTERED_CLI, false);
setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
setVar(VM_VAR_WORD_NOT_FOUND, 0);
setVar(VM_VAR_KEY, 0);
}
if (shouldPerformAutoSave(_lastSaveTime)) {
saveGame(getSavegameFilename(0), "Autosave");
}
} while (!(shouldQuit() || _restartGame));
_sound->stopSound();
return ec;
}
int AgiEngine::runGame() {
int ec = errOK;
// Execute the game
do {
debugC(2, kDebugLevelMain, "game loop");
debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());
if (agiInit() != errOK)
break;
if (_restartGame) {
setFlag(VM_FLAG_RESTART_GAME, true);
// do not set VM_VAR_TIME_DELAY, original AGI did not do it
// Reset in-game timer
inGameTimerReset();
_restartGame = false;
}
// Set computer type (v20 i.e. vComputer) and sound type
switch (getPlatform()) {
case Common::kPlatformAtariST:
setVar(VM_VAR_COMPUTER, kAgiComputerAtariST);
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
break;
case Common::kPlatformAmiga:
if (getFeatures() & GF_OLDAMIGAV20)
setVar(VM_VAR_COMPUTER, kAgiComputerAmigaOld);
else
setVar(VM_VAR_COMPUTER, kAgiComputerAmiga);
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
break;
case Common::kPlatformApple2GS:
setVar(VM_VAR_COMPUTER, kAgiComputerApple2GS);
if (getFeatures() & GF_2GSOLDSOUND)
setVar(VM_VAR_SOUNDGENERATOR, kAgiSound2GSOld);
else
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundTandy);
break;
case Common::kPlatformDOS:
default:
setVar(VM_VAR_COMPUTER, kAgiComputerPC);
setVar(VM_VAR_SOUNDGENERATOR, kAgiSoundPC);
break;
}
// Set monitor type (v26 i.e. vMonitor)
switch (_renderMode) {
case Common::kRenderCGA:
setVar(VM_VAR_MONITOR, kAgiMonitorCga);
break;
case Common::kRenderHercA:
case Common::kRenderHercG:
setVar(VM_VAR_MONITOR, kAgiMonitorHercules);
break;
// Don't know if Amiga AGI games use a different value than kAgiMonitorEga
// for vMonitor so I just use kAgiMonitorEga for them (As was done before too).
case Common::kRenderAmiga:
case Common::kRenderApple2GS:
case Common::kRenderAtariST:
case Common::kRenderEGA:
case Common::kRenderVGA:
default:
setVar(VM_VAR_MONITOR, kAgiMonitorEga);
break;
}
setVar(VM_VAR_FREE_PAGES, 180); // Set amount of free memory to realistic value
setVar(VM_VAR_MAX_INPUT_CHARACTERS, 38);
_text->promptDisable();
ec = playGame();
agiDeinit();
} while (_restartGame);
delete _menu;
_menu = NULL;
releaseImageStack();
return ec;
}
} // End of namespace Agi
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